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Showing all 14 results Save | Export
Rachel L. Schechter; Anna Robinson; Manvi Teki – Online Submission, 2024
This study investigates the impact of the MindPlay Reading program on student literacy achievement in Dayton City Schools, Ohio, during the 2021-2022 academic year. A correlational analysis was conducted in collaboration with LXD Research to examine the relationship between MindPlay usage and student outcomes on literacy assessments. The sample…
Descriptors: Achievement Tests, Cognitive Processes, Play, Theory of Mind
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Hasan, Amer; Jung, Haeil; Kinnell, Angela; Maika, Amelia; Nakajima, Nozomi; Pradhan, Menno – Journal of Research on Educational Effectiveness, 2021
This paper examines the child development outcomes of two cohorts of children who were exposed to the same intervention at different points in time. One cohort was eligible to access playgroups during the first year of a five-year project cycle, beginning at age four. The other cohort became eligible to access these services during the third year…
Descriptors: Foreign Countries, Child Development, Intervention, Preschool Children
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Ribeiro, Luisa A.; Casey, Beth; Dearing, Eric; Nordahl, Kristin Berg; Aguiar, Cecília; Zachrisson, Henrik – Journal of Cognition and Development, 2020
The aim of this study is to investigate whether maternal spatial support during two types of joint manipulative toy play tasks with 2-year-old children was longitudinally associated with math screening test scores in second grade. The interaction between spatial support and maternal education was explored as well. We also investigated predictions…
Descriptors: Mothers, Grade 2, Elementary School Students, Play
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Burrell, Andrew; Beard, Roger – Education 3-13, 2018
There has been little research into how children use language play in writing. The unprompted language play of 36 children was investigated through their writing of a short advertisement. The sample comprised three attainment sub-groups from a larger repeat-design study of persuasive writing in the 9-11 age-range. The writing was analysed using…
Descriptors: Language Usage, Elementary School Students, Persuasive Discourse, Qualitative Research
McMath, Barbie – ProQuest LLC, 2018
Improving students' achievement scores has been a critical issue for both educators and legislators. Eliminating or reducing recess to increase instructional time has become a common practice. The purpose of the study was to examine the impact of recess on the academic achievement in reading and mathematics among third and fourth grade students.…
Descriptors: Recess Breaks, Academic Achievement, Mathematics Instruction, Reading Instruction
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Burrell, Andrew; Beard, Roger – Education 3-13, 2018
There has been little research into 'language play', the manipulation of language for enjoyment, in children's narrative writing. The unprompted language play of 36 children was investigated in their writing of an imaginative story. The sample comprised three attainment sub-groups from a larger repeat-design quantitative study of writing…
Descriptors: Writing (Composition), Language Usage, Imagination, Elementary School Students
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McCoy-Parker, Kimberly S.; Paull, Lindsey N.; Rule, Audrey C.; Montgomery, Sarah E. – Journal of STEM Arts, Crafts, and Constructions, 2017
Computer programming skills are important to many current careers; teaching robot coding to elementary students can start a positive foundation for technological careers, develop problem-solving skills, and growth mindsets. This study, through a repeated measures design involving students in two classrooms at two widely-separated grade levels…
Descriptors: Elementary School Students, Grade 1, Grade 5, Programming
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Pirrone, Concetta; Tienken, Christopher H.; Pagano, Tatiana; Di Nuovo, Santo – Educational Forum, 2018
In an experimental study to explain the effect of structured Building Block Play with LEGO™ bricks on 6-year-old student mathematics achievement and in the areas of logical thinking, divergent thinking, nonverbal reasoning, and mental imagery, students in the experimental group scored significantly higher (p = 0.05) in mathematics achievement and…
Descriptors: Toys, Play, Mathematics Skills, Imagery
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Randolph, Justus J.; Kangas, Marjaana; Ruokamo, Heli; Hyvönen, Pirkko – Interactive Learning Environments, 2016
The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The…
Descriptors: Creativity, Play, Playgrounds, Playground Activities
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
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Crow, Sherry R.; Kastello, Lisa – School Library Research, 2016
This paper is based on two studies conducted in Colorado Springs, Colorado, in 2008 and in Kampala, Uganda, in 2014. The basic research question addressed in both studies was: "What are the experiences in the lives of upper elementary-aged children that foster an intrinsic motivation to seek information?" The secondary question was:…
Descriptors: Elementary School Students, Motivation, Information Seeking, Personality
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Lobman, Carrie – Urban Education, 2014
The intense focus on standardized tests has created a culture of anxiety in many inner-city schools. This article presents the findings of a case study of a test anxiety program that helped inner-city students and staffs deal more productively with anxiety through play, performance, and team building. According to the findings, the program created…
Descriptors: Test Anxiety, Urban Schools, Elementary Schools, School Activities
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Tsai, Yueh-Feng; Kaufman, David – Journal of Educational Computing Research, 2014
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Descriptors: Animals, Play, Time, Interaction
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention